Type of Presentation
Workshop
Conference Strand
Media Literacy
Target Audience
Higher Education
Second Target Audience
K-12
Location
Ballroom A
Relevance
Our presentation fits into the misinformation category of the conference and we are discussing strategies to create games to address misinformation
Proposal
As instruction librarians we must strive to strengthen students' literacy when it comes to research. Only a 3rd of American high school students are graduating with the necessary reading and math skills needed for college-level classes. In conjunction with these low reading levels.The current and incoming students are a part of the Gen-Z or Zoomer generation.One of the largest problems Gen Z students face in their daily lives is combating misinformation. The University of Virginia in conjunction with the University of Cambridge conducted a recent study about generations and misinformation. Only 11% of 18 to 29 year olds earned a high score while 36% received a low score. With more and more college aged students getting their news from social media platforms such as Tik Tok and YouTube, Gen Z is becoming more susceptible to fake news. This further translates into students having difficulty determining reliable sources for their academic research and projects.
We plan to tackle the issues of misinformation in the classroom with game based learning (GBL). GBL is a pedagogical approach that incorporates game play into lessons. Through With GBL and other play-based pedagogies are growing in popularity Instructors are incorporating games and game elements
Instruction librarians at a community and technical college and an art and design school are developing games about misinformation in one-shot sessions. These games will help students identify reliable sources that would benefit them most in their undergraduate research. Librarians are interested in the application of GBL in their classrooms and which types of games are most useful for students. In this interactive workshop, the presenters will discuss the process of creating games designed for one shots. In addition,we will provide insight to other instructors wishing to incorporate GBL into their classes.
Short Description
This is an interactive workshop that discusses how to use game based learning in one-shot instruction sessions to address misinformation. With an influx of misinformation in the classroom, students have trouble differentiating credible sources. We aim to address this problem with game base learning.
Keywords
Game based Learning, misinformation, information literacy, one shot instruction, librarians, social media, Gen Z
Publication Type and Release Option
Presentation (Open Access)
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License.
Recommended Citation
Strong, Taylor S. and Bingham, Jerome, "Addressing the Pitfalls of Misinformation in the Classroom Through Game Based Learning" (2026). Georgia International Conference on Information Literacy. 32.
https://digitalcommons.georgiasouthern.edu/gaintlit/2026/2026/32
Addressing the Pitfalls of Misinformation in the Classroom Through Game Based Learning
Ballroom A
As instruction librarians we must strive to strengthen students' literacy when it comes to research. Only a 3rd of American high school students are graduating with the necessary reading and math skills needed for college-level classes. In conjunction with these low reading levels.The current and incoming students are a part of the Gen-Z or Zoomer generation.One of the largest problems Gen Z students face in their daily lives is combating misinformation. The University of Virginia in conjunction with the University of Cambridge conducted a recent study about generations and misinformation. Only 11% of 18 to 29 year olds earned a high score while 36% received a low score. With more and more college aged students getting their news from social media platforms such as Tik Tok and YouTube, Gen Z is becoming more susceptible to fake news. This further translates into students having difficulty determining reliable sources for their academic research and projects.
We plan to tackle the issues of misinformation in the classroom with game based learning (GBL). GBL is a pedagogical approach that incorporates game play into lessons. Through With GBL and other play-based pedagogies are growing in popularity Instructors are incorporating games and game elements
Instruction librarians at a community and technical college and an art and design school are developing games about misinformation in one-shot sessions. These games will help students identify reliable sources that would benefit them most in their undergraduate research. Librarians are interested in the application of GBL in their classrooms and which types of games are most useful for students. In this interactive workshop, the presenters will discuss the process of creating games designed for one shots. In addition,we will provide insight to other instructors wishing to incorporate GBL into their classes.